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scripts.dll 3.0 WIP update [message #223047] Thu, 28 September 2006 03:19 Go to previous message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma:
General (3 Stars)

I have decided not to release a "2.10" and to go straight to 3.0
Here is a list of what is currently in 3.0:
Improvements to the definition of StringClass (it is now a 100% clone of the class or so)
Clones of ChunkLoadClass and ChunkSaveClass which are used to read and write the chunked data format used for w3d files, objects.ddb, map files, strings.tdb etc.
A clone of RawFileClass (only for win32 though) to enable use of ChunkLoadClass and ChunkSaveClass outside of renegade. (inside renegade you use the Get_Data_File and Close_Data_File engine calls to read and write files).
Bug fixes (including memory leak fixes) to various things.
Removal of the broken GetMaxPlayerID engine call with a new method being used for the ID and PINFO console commands.
A fix to the Change_String engine call to do things using the new StringClass stuff.
Definitions of various miscellanious classes
Various improvements to existing definitions
Definitions of BaseGameObj, BaseGameObjDef and ScriptableGameObjDef
FileClass *Get_Data_File(const char *file); //Open a file using the mix file opening logic
void Close_Data_File(FileClass *file); //Close a file that was opened with Get_Data_File
bool Is_Unit_In_Range(const char *preset,float range,Vector3 location,int team); //Is the given unit type in range of a location
void Destroy_Connection(int PlayerID); //Drop a player from the game by cutting off their network link
void Set_Ladder_Points(int PlayerID,int amount); //Set the ladder points of a player
void Set_Rung(int PlayerID,int amount); //Set the rung of a player
int Get_Current_Weapon_Style(GameObject *obj); //Get weapon style for an objects current gun
int Get_Position_Weapon_Style(GameObject *obj,int position); //Get weapon style for an objects gun at a specific position
int Get_Weapon_Style(GameObject *obj,const char *weapon); //Get weapon style for a specific gun (if the object doesnt have the gun, return is zero)
void Disable_Enlisted_By_Name(unsigned int Team,const char *Name); //Disable an enlisted unit by name
void Disable_Preset_By_Name(unsigned int Team,const char *Name); //Disable a preset by name
const char *Get_Powerup_Weapon_By_Obj(GameObject *Powerup); //Get the name of a powerup weapon given a PowerupGameObj
JFW_Cinematic_Attack_Command, a clone of M00_Cinematic_Attack_Command_DLS
JFW_Cinematic, a clone of Test_Cinematic
JFW_Cinematic_Kill_Object, a clone of M00_Cinematic_Kill_Object_DAY
JFW_Reflect_Custom_Delay, a clone of JFW_Reflect_Custom but with a delay
Small fixes/improvements/bug fixes to existing scripts (e.g. fixes to my clones of the AGT and Obelisk scripts)
JFW_Radar_Jammer, a script for a radar jammer vehicle
JFW_Sidebar_Key_2, a clone of MDB_Sidebar_Key but plays a sound anytime the sidebar key is enabled (i.e. anytime the key becomes active)
JFW_Sidebar_PT, a script to make a PT that shows the sidebar
JFW_2D_Sound_Startup, a script to play a 2D sound on startup (usefull to put on an object to announce to the world that a C4 object has just been placed or that a certain unit has been bought or something)
JFW_Disable_Loiter, a clone of M00_Disable_Loiter_DAY
JFW_InnateIsStationary, a clone of M00_InnateIsStationary
JFW_Generic_Conv, a clone of M00_Generic_Conv_DME
JFW_Disable_Hibernation, a clone of M07_Disable_Hibernation
JFW_Radar_Spy_Zone, when the zone is entered by the spy, if your radar dome is dead and the enemy has radar working (i.e. dome not dead and radar not being jammed), your team gets free unjammable radar for the rest of the game.
JFW_2D_Sound_Zone_Team plays a 2D sound on zone entry for a given team but with a delay before the sound is played.
Kamuix_Death_Team_Win and Kamuix_Kill_Change, new scripts done by Kamuix
MDB_Set_Ammo_Granted_Weapon_On_Pickup, MDB_Set_Ammo_Current_Weapon_On_Pickup and MDB_Set_Ammo_On_Pickup, new scripts done by WhiteDragon
Improvements to the definition of ActionParamsStruct
Improvements to the definition of Get_Sync_Time and Attach_To_Object_Bone
SH_Spawn_Difficulty, new script that spawns an object on startup with a different object for each difficulty level.
Small changes to bhs.dll stuff
New hud.ini keywords to let you change the color used for the text in list boxes and list controls.
New hud.ini keywords to let you change the color used for the text in the PT/sidebar purchase buttons.
New hud.ini keywords to let you change the black color you see when you mouse over a meny entry on the main menu.
New hud.ini keywords and new feature that have new purchase sounds for the sidebar, one for refills, one for infantry and one for vehicles.
Improvements to the way I read values from the registry (such as the screenshot format and client chat log settings)
The black-intel turret lag fix
A clone of the DX8Caps class used to identify your graphics card and its capabilities.
The high quality shadows shown off by the RA:APB team before
A change to make ::Created be called propery for C4GameObjs
Printing of the current map, current mod package, current player count and time remaining in the crashdump.txt (if applicable)
Printing of details of your video card (the stuff detected by DX8Caps) in crashdump.txt (client only)
Printing of the CRC32 of all loaded modules, not just scripts.dll/bhs.dll
A change so that Set_Screen_Fade_Color and Set_Screen_Fade_Opactity (e.g. underwater effects in RA:APB) dont affect the HUD
Changes to the edit control (including the edit portion of editable combo box controls) to allow the use of ctrl-x to cut, ctrl-c to copy and ctrl-v to paste. Interacts with the normal windows clipboard.
A change so that the windows FDS wont try to write to the startup stuff in the registry anymore.
Fixes to the ID and PINFO console commands, the issues people were having before with not all players being output should be gone.
A new console command that displays a w3d file (with an optional animation) in the same widget the single player nod encyclopiedia thing uses. Its host only and is intended for testing stuff.
Big improvements to a number of dialog box classes and controls (including defintions of a number of new controls and classes)
A new "BHS.DLL Options" button in the configuration options.
A new configuration dialog to configure bhs.dll stuff, so far it has an option to select the screenshot format, one to select whether client chat logs are enabled and one to enable/disable the high quality shadows feature (on really old systems with crappy RenderTarget performance, they will slow things down). "Enabled" is the default for the feature though.
A new engine call to display the "you dont have the required security to access this terminal" dialog for a given player.
There is also a new feature that I call d3d9. Basicly, it does the same thing as scorpio's RenD3D9 (makes renegade use d3d9 instead of d3d8) but with less bugs. (several people who were unable to use RenD3D9 are able to use this new one without problems) In addition it does not yet have the FSAA and filtering options that RenD3D9 has (although they will probobly be added at a later date). Note that this new D3D9 is a required component of scripts.dll 3.0 (because of the enhanced shadows for one) and that you must use it. (if you dont, bhs.dll will crash) Also, you can not use RenD3D9 anymore, this replaces it.

The following features are currently slated to be in 3.0:
Further scripts and engine calls from WhiteDragon
Scripts from NeoSaber for RA:APB (I know he has some stuff that is WIP like the gap generator stuff)
Changes to the ExpVehFac scripts to send a custom to newly purchased vehicles to tell them who bought them.
Improvements to the DX8Caps class clone to detect more video cards (including all the cards released since renegade was released) and more driver versions as well as to do more "vendor specific hacks" applicable to these newer cards.
Hooks to detect C4 and Beacon detonation
A "player has left the game" hook
The wall lag fix from Black-Intel
A "ladders in multiplayer" fix figured out by the Black-Intel guys.
New scripting for a naval transport that can cary vehicles
New scripts to display enemy army information when the spy enters the barracks or weapons factory
Possible new scripting for a working Sonar Pulse
A script that will lock a vehicle either to the current driver (used with the naval transport so that only the person who was driving it when it went into the transport can claim it when it comes back out) or to the purchaser (used so that only the purchaser can get into it for a limited time after its bought)
In both cases, enemy spies can steal the vehicle.
A new console command to en/disable the HUD (usefull for screenshots/movies)
A new script to play sounds like "30 minutes remaining", "20 minutes remaining" etc at the right time.
A new repair bay script so that vehicle repairing costs money (and so that you press a key in order to trigger the start of repairing)
Additional options on the bhs.dll configuration dialog to configure the keys.cfg extended bhs.dll keys (will do the same job as keycfg.exe does now)
Possibly documentation in bhs.txt of which dialog box controls use which hud.ini keywords, which textures and which w3d files. Intended to make it easier to know what you need to change.
A bug fix to the StealthRenderStateChangeEnabled hud.ini keyword (exactly whats broken I dont yet know)
A bug fix to the win console command on linux (exactly whats broken I dont yet know)

Also, the really big and really cool feature that I still cant reveal yet is still being worked on and WILL be in scripts.dll 3.0. (those of you who already know what it is, please do not spill the beans on it Smile


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
 
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